Home >Feats >3rd Party Feats >4 Winds Fantasy Gaming >General Feats – 3rd Party – 4 Winds Fantasy Gaming >

Magic Reservist

Although you are a secondary caster, your spells have the impact of a primary caster.

Prerequisite: Levels in a class with 6 or fewer caster levels, caster level 1st.

Benefit: Choose a class you belong to with 6 caster levels or less. When determining the save DC for your spells, treat 1st level spells you cast as 2nd level spells, 2nd level spells you cast as 4th level spells, 3rd level spells you cast as 6th level spells, 4th level spells you cast as 8th level spells, and 5th and 6th level spells you cast as 9th level spells.

For example, a 4th level bard with Charisma 16 (+3 modifier) casts blindness/deafness. This is a 2nd level spell and takes a 2nd level spell slot to cast. However, the bard treats it as a 4th level spell when setting the difficulty class. So the save DC for this bard’s blindness/ deafness spell is 10 + the level of the spell + Charisma modifier, or 10 + 4 + 3 for a total of 17.

Magic Reservist does not actually raise your caster level for the purposes of qualifying for prestige classes, improving animal companions, or anything other than determining the save DC of your spells.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new class with 6 or fewer caster levels.

Section 15: Copyright Notice

Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.